Project renderer Files { Directory Debug { EntitySelect.cpp EntitySelect.h Raster.cpp Raster.h } Directory DrawLists { CopyOffMatrixSet.cpp drawList.cpp drawList.h drawList_CopyOffEntityVirtual.h drawListCommands_Entities.cpp drawListMgr.cpp drawListMgr.h DrawListNY.cpp DrawListNY.h DrawListProfileStats.cpp DrawListProfileStats.h DrawableDataStructs.h DrawableDataStructs.cpp Custom { CopyOffMatrixSetSPU.frag } } Directory Deferred { DeferredConfig.h DeferredLighting.cpp DeferredLighting.h GBuffer.h GBuffer.cpp } Directory Entities { EntityBatchDrawHandler.cpp EntityBatchDrawHandler.h EntityDrawHandler.cpp EntityDrawHandler.h ObjectDrawHandler.cpp ObjectDrawHandler.h CutSceneDrawHandler.cpp CutSceneDrawHandler.h VehicleDrawHandler.cpp VehicleDrawHandler.h DynamicEntityDrawHandler.cpp DynamicEntityDrawHandler.h InstancedEntityRenderer.cpp InstancedEntityRenderer.h InstancedEntityRenderer_inline.h PedDrawHandler.cpp PedDrawHandler.h PtFxDrawHandler.cpp PtFxDrawHandler.h VehicleGlassDrawHandler.cpp VehicleGlassDrawHandler.h } Directory Lights { AsyncLightOcclusionMgr.cpp AsyncLightOcclusionMgr.h LightCommon.h Lights.h Lights.cpp LightClassification.inl LightCulling.h LightSource.h LightGroup.h LightGroup.cpp LightEntity.h LightEntity.cpp LightsVisibilitySort.h LightsVisibilitySort.cpp LODLights.h LODLights.cpp AmbientLights.h AmbientLights.cpp TiledLighting.h TiledLighting.cpp TiledLightingSettings.h Custom { LightsVisibilitySort.frag } } Directory Shadows { Shadows.h ShadowsPrivate.cpp ShadowsPrivate.h ShadowTypes.h ParaboloidShadows.cpp ParaboloidShadows.h ParaboloidShadows_shared.h CascadeShadowsDebug.cpp CascadeShadowsDebug.h CascadeShadowsDepthHistogram.inl } Directory Tesselation { barycentric.h linearDualEdges.h linear.h progressiveLinear.h progressiveLinear2.h progressiveLinearDualEdges.h } Directory RenderPhases { RenderPhase.cpp RenderPhase.h RenderPhaseCascadeShadows.cpp RenderPhaseCascadeShadows.h RenderPhaseDebugNY.cpp RenderPhaseDebugNY.h RenderPhaseDebugOverlay.cpp RenderPhaseDebugOverlay.h RenderPhaseDefLight.cpp RenderPhaseDefLight.h RenderPhaseEntitySelect.cpp RenderPhaseEntitySelect.h RenderPhaseFX.cpp RenderPhaseFX.h RenderPhaseHeightMap.cpp RenderPhaseHeightMap.h RenderPhaseLensDistortion.cpp RenderPhaseLensDistortion.h RenderPhaseMirrorReflection.cpp RenderPhaseMirrorReflection.h RenderPhaseParaboloidShadows.cpp RenderPhaseParaboloidShadows.h RenderPhasePedDamage.cpp RenderPhasePedDamage.h RenderPhaseRadar.cpp RenderPhaseRadar.h RenderPhaseReflection.cpp RenderPhaseReflection.h RenderPhaseStd.cpp RenderPhaseStd.h RenderPhaseStdNY.cpp RenderPhaseStdNY.h RenderPhaseTreeImposters.cpp RenderPhaseTreeImposters.h RenderPhaseWater.cpp RenderPhaseWater.h RenderPhaseWaterReflection.cpp RenderPhaseWaterReflection.h } Directory fw { RenderPhaseList.cpp RenderPhaseList.h } Directory Util { ShaderUtil.h ShaderUtil.cpp Util.cpp Util.h ShmooFile.cpp ShmooFile.h RenderDocManager.cpp RenderDocManager.h renderdoc_app.h Parse { ShmooFile } } Directory SPU { LightClassificationSPU.cpp ProcessSPU.cpp SSAOSPU.cpp SSAOSPU.h RainUpdateSPU.cpp Custom { LightClassificationSPU.pmjob { Platform PS3 { Description Building SPU Light Classification Job Handler: $(InputName) Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir) Dependencies ..\renderer\SPU\LightClassificationSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h Outputs spu-obj/$(InputName).ppu.o } } ProcessSPU.pmjob { Platform PS3 { Description Building SPU Texture Post Process Job Handler: $(InputName) Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir) Dependencies ..\renderer\SPU\ProcessSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h Outputs spu-obj/$(InputName).ppu.o } } SSAOSPU.pmjob { Platform PS3 { Description Building SPU SSAO Job Handler: $(InputName) Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir) Dependencies ..\renderer\SPU\SSAOSPU.cpp; ..\renderer\SPU\SSAOSPU.h; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h Outputs spu-obj/$(InputName).ppu.o } } RainUpdateSPU.pmjob { Platform PS3 { Description Building SPU Rain Update Job Handler: $(InputName) Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir) Dependencies ..\renderer\SPU\RainUpdateSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h; ..\..\rage\suite\src\gpuptfx\ptxrainupdatespu.cpp Outputs spu-obj/$(InputName).ppu.o } } } } Directory SpuPM { SpuPmMgr.cpp SpuPmMgr.h SpuPmMgr_pm.h SpuPmMgr_pm_spursentry.cpp SpuPmMgrSPU.cpp SpuPmMgrSPU.h Custom { spupmmgr_pm.cpp { Platform PS3 { Description Building SPU Policy Module: $(InputName) Command call "..\renderer\SpuPM\GtaBuildSPUPM.bat" debug $(InputDir) $(InputName) $(IntDir) Dependencies ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h Outputs spu-obj/$(InputName).ppu.o } } } } clip_stat.h color.h computeshader.cpp computeshader.h GtaDrawable.cpp GtaDrawable.h HierarchyIds.h HorizonObjects.cpp HorizonObjects.h LensArtefacts.h LensArtefacts.cpp MeshBlendManager.cpp MeshBlendManager.h Mirrors.cpp Mirrors.h MLAA.cpp MLAA.h occlusion.cpp occlusion.h occlusionAsync.cpp occlusionAsync.h OcclusionQueries.h OcclusionQueries.cpp PlantsGrassRenderer.cpp PlantsGrassRenderer.h PlantsGrassRendererSwitches.h PlantsGrassRendererSPU.cpp PlantsGrassRendererSPU.h PlantsMgr.cpp PlantsMgr.h PlantsMgrUpdateCommon.h PlantsMgrUpdateSPU.cpp ProcessLightOcclusionAsync.cpp ProcessLightOcclusionAsync.h ProcessLodLightVisibility.cpp ProcessLodLightVisibility.h PostProcessFX.cpp PostProcessFX.h PostProcessFXHelper.cpp PostProcessFXHelper.h PostScan.cpp PostScan.h PostFX_shared.h psnvramrendertargettotal.h render_channel.h Renderer.cpp Renderer.h renderListGroup.cpp renderListGroup.h RenderListBuilder.h RenderListBuilder.cpp RenderSettings.cpp RenderSettings.h RenderTargetMgr.cpp RenderTargetMgr.h rendertargets.cpp rendertargets.h renderThread.cpp RenderThread.h River.cpp River.h SortPVSAsync.cpp sprite2d.cpp sprite2d.h SSAO.h SSAO.cpp TerrainEdgeInfo.cpp TerrainEdgeInfo.h TreeImposters.cpp TreeImposters.h UseTreeImposters.h Water.cpp Water.h waterdefines.h WaterSPU.cpp WaterSPU.h WaterUpdateDynamicCommon.h zonecull.cpp zonecull.h ScreenshotManager.h ScreenshotManager.cpp UI3DDrawManager.h UI3DDrawManager.cpp AdaptiveDOF.cpp AdaptiveDOF.h ApplyDamage.cpp ApplyDamage.h Custom { PlantsGrassRendererSPU.job PlantsMgrUpdateSPU.job ProcessLightOcclusionAsync.frag ProcessLodLightVisibility.frag SortPVSAsync.frag WaterSPU.job } Parse { Water SSAO PlantsGrassRenderer TerrainTessellation UI3DDrawManager PostProcessFXHelper LensArtefacts } }